/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** * * @modified Tom Clay, 2026 - Adapted for ReXGlue runtime */ #pragma once #include #include namespace rex::ui::d3d12 { class D3D12UploadBufferPool : public GraphicsUploadBufferPool { public: D3D12UploadBufferPool(const D3D12Provider& provider, size_t page_size = kDefaultPageSize); uint8_t* Request(uint64_t submission_index, size_t size, size_t alignment, ID3D12Resource** buffer_out, size_t* offset_out, D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out); uint8_t* RequestPartial(uint64_t submission_index, size_t size, size_t alignment, ID3D12Resource** buffer_out, size_t* offset_out, size_t* size_out, D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out); protected: Page* CreatePageImplementation() override; private: struct D3D12Page : public Page { // Creates a reference to the buffer. It must not be unmapped until this // D3D12Page is deleted. D3D12Page(ID3D12Resource* buffer, void* mapping); Microsoft::WRL::ComPtr buffer_; void* mapping_; D3D12_GPU_VIRTUAL_ADDRESS gpu_address_; }; const D3D12Provider& provider_; }; } // namespace rex::ui::d3d12